Alright so, again: ISSUES.
aka Internet is down in the area I live in, and the blogger app won't let me edit dates, which is why Saturday's post showed up right above LAST Saturday's post.
I'll fix it when I can, but the phone app is crap-tastic and it might by be until I get Internet availability again in my area (I'm WAAAAY out in the boonies).
Let's hope this doesn't take too long...
Monday, 21 May 2012
Tuesday, 15 May 2012
Saturday, 12 May 2012
Welcome back!First of all, I'd like to apologize for the interruption. I lost internet usage due to some bull-ca-ca (tenants + landlords + disagreement = bullshit), and quite frankly, while I had access through my phone, i refuse to write coding via Iphone app. On the same note, I still do not have access to the internet and am currently occupying my brothers couch and using his interwebz to post, so I'll try to write a goodly few posts to cover future interruptions (I found I have half a dozen Tutorial Tuesday's written up and ready to post, but no Thursday Theories OR Saturday Potpourri... so I'll fix that!). How's that for dedication!
AAAAAANYways, on to the subject at hand!
Today I want to talk about New Editions and what they do for the games we play.
Friday, 4 May 2012
Thursday, 3 May 2012
|You are the Rules Beast. Restrain the Rules beast. He poops on children.|
Today's topic for discussion (if anyone ever leaves a comment...) is the recruitment and the demo game. Or more specifically, how to run a demo game to increase recruitment.
Anyone, whether a died-in-the-wool WAAC/Fluff gamer, or a brand new kid who just bought their first pack of models, starts a game with a demo. It's all fine and good to read the rules backwards and forwards 300+ times before your first game, but the first game is always the true tell as to whether you play the game again or not. The Demo game is everyone's "toe-test" to see if they are going to keep on keeping on with this new system before them. But what exactly IS a good demo game?
Tuesday, 1 May 2012
Today is part 2 of my attempt to explain how to build an effective Army for wargaming. BEGIN IS NOW!
In last weeks Tutorial Tuesday I espoused the importance of solid leadership and a couple different types of leader type I am rather fond of. Now we're moving onto the "Meat and Potatoes" of an effective army:
Effective Army Building: Strong core elements of troop type infantry (light, medium, and heavy)
Well, one can't really have an army without soldiers, and that's what I want to talk about today. Of course there are many types of infantry in any game we play. Sappers, Assault Troops, Heavily armored Ape-men in mobile tank suits... But when all is said and done, they all boil down into 3 different types:
- Light Infantry
- Medium Infantry/Line Troops
- Heavy Infantry
- Specialist Troops